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Open AccessJournal ArticleDOI

Educational Gaming for Pharmacy Students - Design and Evaluation of a Diabetes Themed Escape Room

TLDR
The diabetes escape room proved to be a valuable educational game that increased students’ knowledge of diabetes mellitus disease management and showed a positive perceived overall value by student participants.
Abstract
Objective. To design an educational game that will increase third-year professional pharmacy students' knowledge of diabetes mellitus disease management and to evaluate their perceived value of the game. Methods. Faculty members created an innovative educational game, the diabetes escape room. An authentic escape room gaming environment was established through the use of a locked room, an escape time limit, and game rules within which student teams completed complex puzzles focused on diabetes disease management. To evaluate the impact, students completed a pre-test and post-test to measure the knowledge they've gained and a perception survey to identify moderating factors that could help instructors improve the game's effectiveness and utility. Results. Students showed statistically significant increases in knowledge after completion of the game. A one-sample t-test indicated that students' mean perception was statistically significantly higher than the mean value of the evaluation scale. This statically significant result proved that this gaming act offers a potential instructional benefit beyond its novelty. Conclusion. The diabetes escape room proved to be a valuable educational game that increased students' knowledge of diabetes mellitus disease management and showed a positive perceived overall value by student participants.

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Book ChapterDOI

Educational Innovation to Address Climate Change Issues

TL;DR: In this article , a case study for a digital and educational escape room related to climate change: "Escape Global Warming" is presented. And the game is designed to familiarize participants with this topic and with actions that can be taken to reduce and counteract the effects of climate change.
Journal ArticleDOI

Gamification in pharmacy education: a systematic quantitative literature review.

TL;DR: In this article , a literature search was performed using CINAHL Complete, MEDLINE, Science Direct, Scopus and ERIC databases, via keywords (game* OR gaming OR gamif*) AND pharmac* AND education).
Proceedings ArticleDOI

Mixed reality escape room video game to promote learning in indoor environments

TL;DR: This work presents a mixed reality escape room video game for mobile platforms, which’ development was guided by the framework of constructivist learning theory and uses Bluetooth beacons to locate the player in the real world.
Book ChapterDOI

Making Use of Virtual Reality for Artificial Intelligence Education

TL;DR: In this paper, a prototype VR application was developed to give students an introduction to deep learning using the Oculus Quest and applied escape room elements as an attempt to let students learn the curriculum in an engaging way by doing 3D-puzzles, calculations and quizzes based on the course material.
Journal ArticleDOI

Investigating the Effectiveness of an Educational Escape Game for Increasing Nutrition-Related Knowledge in Young Adolescents: A Pilot Study

TL;DR: In this paper, the authors evaluated the effectiveness of an educational escape game alongside a self-study method as a nutrition knowledge intervention and found that the escape game provided an enjoyable experience that may enhance intrinsic motivation to promote learning and possible behavior change.
References
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Journal ArticleDOI

Situated Cognition and the Culture of Learning

TL;DR: Collins, Brown, and Newman as mentioned in this paper argue that knowledge is situated, being in part a product of the activity, context, and culture in which it is developed and used, and propose cognitive apprenticeship as an alternative to conventional practices.
Journal ArticleDOI

The Asheville Project: long-term clinical and economic outcomes of a community pharmacy diabetes care program.

TL;DR: Patients with diabetes who received ongoing PCS maintained improvement in A1c over time, and employers experienced a decline in mean total direct medical costs.
Journal ArticleDOI

Our Princess Is in Another Castle: A Review of Trends in Serious Gaming for Education

TL;DR: This paper found some evidence for the effects of video games on language learning, history, and physical education (specifically exergames), but little support for the academic value of games in science and math.
Journal ArticleDOI

An activity theory-based model for serious games analysis and-conceptual design

TL;DR: A conceptual model, called Activity Theory-based Model of Serious Games (ATMSG), that aims to fill the gap in models, frameworks and methodologies for serious games analysis and design, and depicts how the combination of serious games elements supports pedagogical goals.
Journal ArticleDOI

Are Serious Games a Good Strategy for Pharmacy Education

TL;DR: Advantages of serious gaming in pharmacy education include authentic, situated learning without risk of patient consequences, collaborative learning, ability to challenge students of all performance levels, high student motivation with increased time on task, immediate feedback and potential for behavior and attitude change.
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